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Giulianosse

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  1. Heyy my fort got featured in this mondoid's header image! Pretty proud of it, because I spent a lot of time building it. It's a shame they didn't want to show a wider picture showcasing the entire fortress I spent so much time tying to make, heh. Here it is!
  2. Thank you! I'm glad you appreciated it.
  3. Craftable Molotov Cocktails by Giulianosse Molotov cocktails is a craftable weapon that was disabled in Build 26 for unknown reasons. This little mod simply re-adds the previously disabled recipe. In order to craft one, you'll need a gas can, empty whiskey bottle and a bandage. Equip the molotov in your primary slot and a lighter in the secondary slot. Works with Build 27 and the current Build 28 "IWBUMS" branch To install: Copy/Paste the main folder into the PZomboid mod directory (C:/Users/"NAME"/Zomboid/mods) Download link 1 (PZNexus) Download link 2 (PZ-mods) |ATTENTION| I'm simply re-adding the removed recipe. The molotov item is still acquirable in the game via server commands or item spawners, however, since Build 26 you can't craft them anymore. This mod simply re-adds the recipe needed to craft it. I've made this "mod" for personal use, but I decided to upload it in case anyone else was also interested in it. I've played with it for quite some time and didn't see any serious issues. I've no idea why the developers disabled it in the first place (save corruption, bugs), so creating a backup of your save before installing this mod is highly encouraged. I am not held responsible for anything bad that happens to your game. USE IT AT YOUR OWN RISK!
  4. Oh, cool! Thanks for pointing this out. The only reason I haven't already installed Erosion is because I'm afraid it'll corrupt my current save (although I have a lot of backups). Do you use Erosion in your game? Could you tell me if it is somewhat stable or very, very unstable (like, way worse than the current IWBMS)? The only issue is that this removes all the grass. I mean, I'd like to have just those simple grass tiles without the tall grass I've done it all over my fort. Better to have no grass at all than having tall grass Thanks for your answer, though!
  5. Simple as that! I'm aware that a modder already made a farming overhaul which was packed with a tool for cutting tall grass, but it seems that the mod is very outdated and won't work on the current IWBMS build 28. Plus, it would be cool if we had a way to plant grass tiles, much like building wooden floors. Maybe add a tool (maybe the spade/trowel) and a "recipe" (dirt bags + grass seeds) in order to be able to "build" them. I'm requesting this mod as eye candy/purely cosmetical building purposes. I hate being unable to plant grass again when I accidentally use the spade to remove that sprout of grass right in the front of my base
  6. Hello! Once more I found some minor, somewhat unobtrusive, cosmetic issues regarding some added items from the "construct" menu. First is when I'm trying to build a Gun Locker. It's placement is okay when it's facing north or west, but not when south or east oriented. It seems to overlay with the wall, preventing it's construction. Secondly, there seems to be some sort of "invisible walls" at the front or at the side of some structures. The one I noticed are the metal shelves (I can't move forward in the picture. There is an invisible wall right on it's side) (plus, I can't build metal shelves facing south. it won't show up on the building phase nor when it's finished), the cinderblock pillars (In the picture I'm unable to move forward) and chainlink posts (forgot to take picture, sorry!). If I rotate them before building the pillars, I can't place walls or fences at their sides (looks like the "invisible wall" rotated as well). Finally, there are some minor cosmetic issues with the cinderblock walls and pillars. With the walls, there is a wide gap between horizontal and vertical oriented walls and the pillar's bases overlay with the second floor tiles and objects (they're a little longer at the bottom). I think it's important to say that I'm using RKF version 2.1, not 2.11. I don't know if those issues were corrected in 2.11 (if they were, sorry for bothering you). I chose to wait to upgrade RKF until some new things or fatal bug fixes are packed in (or build 28 is officially released), because I don't feel like abandoning my current base and creating a new survivor at the moment
  7. Ah, I found the issue! I needed to have, besides the screwdriver, a hammer in my inventory to build a metal shelf or a concrete floor. As far as I've seen, the screwdriver only allows for the "construct" menu to appear. I still need a hammer to build objects, even those that were supposed to be made using the screwdriver. Not sure if this was an intended feature (the screwdriver only unlock the new menu, but I still need a hammer to build things), but I didn't knew about this (I assumed only the screwdriver would be enough)
  8. Sorry to bother you once more Pravus but I think i found another (possible) issue: I made fresh concrete with a bucket of water + concrete powder, acquired a screwdriver but I can't build anything from the "construct" menu. I tried building a concrete floor and a cinderblock wall, but whenever I clicked somewhere to start building it, the structure's "ghost" stood there for a moment, but my character didn't move towards it nor began constructing it. After a few seconds the "ghost" would fade, as if I had cancelled the action. I even tried to equip the screwdriver at my primary slot, but the issue persisted. I'll try to build something that doesn't involve concrete (like metal shelves) and report back with the results. Maybe there's something wrong with the concrete (I need one "concrete" to build a floor, but whenever I make concrete all I get is 4 "fresh concrete")?
  9. Since I started a new game with your updated mod, I'm having a blast! Everything is working perfectly! I've only noticed a few issues: Are the Rain Parkas supposed to keep you totally dry? I've been using them a lot, but I only get the "damp" moodlet, I don't get drenched or wet, just damp. Now I don't know if this is because I'm a park ranger or it's the way the parkas work. I can't use prescription stimulants. Everytime I "take a pill", the action bar pops but it doesn't reduce the number of "uses" I have, therefore it doesn't reduce my fatigue no matter how many times I try to take the pills. Do you plan to add custom gun models to the game? I mean, those who show up when you equip the weapons. I've only seen the "pistol" and "shotgun" model. Did you add the new rifle model as well or just these two? EDIT: Disregard the first question. I just found out that it's currently impossible to import custom models or sprites into the game EDIT2: Aaand disregard the first "issue" as well. I read about it on your first post. My bad, heh.
  10. Aw, awesome! Thank you very much! I'm getting the hangs of the aiming system now. Unfortunately, I had to start a new save because there were happening some issues ("reload" option was available to RKF guns even if it had no compatible ammo in the inventory, sometimes when I reloaded a gun I couldn't use it anymore), but it's all good now, everything runs perfectly the way it was intended to. About the Sandbox save I created, I mistakenly said I found only knives and pistols when, in fact, I only found knives and some custom guns from your mod. I didn't find any standard gun or ammo, so this led me to believe everything about the mod's installation is fine. Once again, thanks for all your informative and helpful answers!
  11. Hello Pravus First and foremost: thank you for creating this mod and taking your time to keep it updated. It's really nice to have modders like you sticking around with PZ I'm having some troubles and questions about your mod (I'm using Build 28 and reload difficulty set on Easy) 1-) I started a new survival game a week ago using your mod. Now that you've updated it to 2.1, can I keep playing my old save or I have to start all over again? 2-) When I played your previous version of the mod, I found and stockpiled around 7 pistols and respective ammo. I heard your mod disables the standard pistol and shotgun, but so far I've fond a lot of pistols. Was there something wrong with my game? 3-) After I updated your mod to 2.1, I didn't disable it from the mods menu in the game first (I just deleted the old folder and pasted the new, updated folder). Then I launched the game, disabled the mod, reenabled it and restarted the game. Is there any problem with this? 4-) I decided to test the new guns in a game of Last Stand. I found a standard pistol and shotgun in the crates, but I couldn't reload the handgun and couldn't even interact with the shotgun. When I fired my empty pistol, it made a quick succession of "clicks" as if the gun is empty, but fast as a machine gun. Is this a bug? 5-) I realized that maybe the loot in Last Stand wasn't randomized, so I started a quick new-game in Sandbox and rushed to the Gun Range. There I found lots of ammo boxes, but almost everywhere I looted there were only Hunting Knives and just two guns. The same happened in West Point's Police Station. EVERY gun locked was filled with Hunting Knives and not a single gun. I set the loot to "Abundant". Will the guns spawn normally on my Survival game or I'll have to start a new game? 6-) My accuracy is crappy to the point of shooting 15 rounds point-blank at a Zed before killing him. Is this result of the new Build 28 gun mechanics or it's a feature of RKF? 7-) Lastly, do you have or could provide us with a list of the guns and their respective ammunition? I'm not a gun nut and I find very hard to match a gun with it's corresponding ammo type. I know the basics, but some guns I have no idea which kind of ammo do I need. Thank you for your attention and sorry for the long list of noob issues
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